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Merge pull request #134 from Die4Ever/develop
v1.5.5 finalizing balance
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,6 @@ | ||
class DXRDartFlare injects DartFlare; | ||
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defaultproperties | ||
{ | ||
DamageType=FlareFlamed | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,24 +1,70 @@ | ||
class ScriptedPawn merges ScriptedPawn; | ||
// doesn't work with injects due to use of Self | ||
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var int flareBurnTime; | ||
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function PlayDying(name damageType, vector hitLoc) | ||
{ | ||
local DeusExPlayer p; | ||
local Inventory item, nextItem; | ||
local bool gibbed, drop, melee; | ||
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gibbed = (Health < -100) && !IsA('Robot'); | ||
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if( gibbed ) { | ||
p = DeusExPlayer(GetPlayerPawn()); | ||
class'DXRStats'.static.AddGibbedKill(p); | ||
} | ||
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item = Inventory; | ||
while( item != None ) { | ||
nextItem = item.Inventory; | ||
melee = item.IsA('WeaponProd') || item.IsA('WeaponBaton') || item.IsA('WeaponCombatKnife') || item.Isa('WeaponCrowbar') || item.IsA('WeaponNanoSword') || item.Isa('WeaponSword'); | ||
drop = (item.IsA('NanoKey') && gibbed) || (melee && !gibbed);//don't give the melee weapon if we're getting gibbed, that would make the game easier and this is supposed to be a QoL change not a balance change | ||
drop = (item.IsA('NanoKey') && gibbed) || (melee && !gibbed) || (gibbed && item.bDisplayableInv); | ||
if( drop ) { | ||
class'DXRActorsBase'.static.ThrowItem(self, item); | ||
item.Velocity *= vect(-1, -1, 1.3); | ||
if(gibbed) | ||
item.Velocity *= vect(-2, -2, 2); | ||
else | ||
item.Velocity *= vect(-1.5, -1.5, 1.5); | ||
} | ||
item = nextItem; | ||
} | ||
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_PlayDying(damageType, hitLoc); | ||
} | ||
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function TakeDamageBase(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType, | ||
bool bPlayAnim) | ||
{ | ||
local name baseDamageType; | ||
local DeusExPlayer p; | ||
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if (damageType == 'FlareFlamed') { | ||
baseDamageType = 'Flamed'; | ||
} else { | ||
baseDamageType = damageType; | ||
} | ||
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_TakeDamageBase(Damage,instigatedBy,hitLocation,momentum,baseDamageType,bPlayAnim); | ||
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if (bBurnedToDeath) { | ||
p = DeusExPlayer(GetPlayerPawn()); | ||
class'DXRStats'.static.AddBurnKill(p); | ||
} | ||
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if (damageType == 'FlareFlamed') { | ||
flareBurnTime = 3; | ||
} | ||
} | ||
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function UpdateFire() | ||
{ | ||
_UpdateFire(); | ||
if (flareBurnTime > 0) { | ||
flareBurnTime -= 1; | ||
if (flareBurnTime == 0) { | ||
ExtinguishFire(); | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,11 @@ | ||
class DXRHUDObjectBelt injects HUDObjectBelt; | ||
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function UpdateObjectText(int pos) | ||
{ | ||
local int i; | ||
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//Update all belt texts (So that ammo counts are shown correctly) | ||
for (i=0; i<ArrayCount(objects); i++) { | ||
if(objects[i] != None) objects[i].UpdateItemText(); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,68 @@ | ||
class DXRHUDObjectSlot injects HUDObjectSlot; | ||
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var String ammoText; | ||
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event DrawWindow(GC gc) | ||
{ | ||
Super.DrawWindow(gc); | ||
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// Don't draw any of this if we're dragging | ||
if ((item != None) && (item.Icon != None) && (!bDragging)) | ||
{ | ||
// Text defaults | ||
gc.SetAlignments(HALIGN_Center, VALIGN_Center); | ||
gc.EnableWordWrap(false); | ||
gc.SetTextColor(colObjectNum); | ||
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if (ammoText!="") { | ||
gc.SetAlignments(HALIGN_Left, VALIGN_Center); | ||
gc.DrawText(slotIconX+2, itemTextPosY-8, slotFillWidth, 8, ammoText); | ||
gc.SetAlignments(HALIGN_Center, VALIGN_Center); | ||
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} | ||
} | ||
} | ||
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function bool ShouldDisplayAmmo(DeusExWeapon weapon) | ||
{ | ||
if ( weapon.AmmoType == None || weapon.AmmoName == class'AmmoNone' ) { | ||
return False; | ||
} | ||
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if (weapon.bHandToHand == True) { | ||
return False; | ||
} | ||
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if (weapon.IsA('WeaponNanoVirusGrenade') || | ||
weapon.IsA('WeaponGasGrenade') || | ||
weapon.IsA('WeaponEMPGrenade') || | ||
weapon.IsA('WeaponLAM')) | ||
{ | ||
return False; | ||
} | ||
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return True; | ||
} | ||
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function UpdateItemText() | ||
{ | ||
local DeusExWeapon weapon; | ||
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super.UpdateItemText(); | ||
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ammoText = ""; | ||
// If this is a weapon, show the number of remaining rounds | ||
weapon = DeusExWeapon(item); | ||
if (weapon != None) | ||
{ | ||
if (weapon.IsA('WeaponShuriken')) | ||
{ | ||
if (weapon.AmmoType.AmmoAmount > 1) | ||
itemText = CountLabel @ weapon.AmmoType.AmmoAmount; | ||
} else { | ||
if (ShouldDisplayAmmo(weapon)) | ||
ammoText = string(weapon.AmmoType.AmmoAmount); | ||
} | ||
} | ||
} |
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